基础内容
必要插件安装 缓动曲线和动画基础 ElementFolder,Track与其次级模块,PathNode重构
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388
Assets/Modern UI Pack/Scripts/Window/WindowManager.cs
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388
Assets/Modern UI Pack/Scripts/Window/WindowManager.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.Events;
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using UnityEngine.EventSystems;
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namespace Michsky.MUIP
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{
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public class WindowManager : MonoBehaviour
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{
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// Content
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public List<WindowItem> windows = new List<WindowItem>();
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// Settings
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public int currentWindowIndex = 0;
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private int currentButtonIndex = 0;
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private int newWindowIndex;
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public bool cullWindows = true;
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public bool initializeButtons = true;
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bool isInitialized = false;
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// Events
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[System.Serializable] public class WindowChangeEvent : UnityEvent<int> { }
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public WindowChangeEvent onWindowChange;
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// Hidden vars
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private GameObject currentWindow;
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private GameObject nextWindow;
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private GameObject currentButton;
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private GameObject nextButton;
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private Animator currentWindowAnimator;
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private Animator nextWindowAnimator;
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private Animator currentButtonAnimator;
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private Animator nextButtonAnimator;
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// Helpers
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string windowFadeIn = "In";
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string windowFadeOut = "Out";
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string buttonFadeIn = "Hover to Pressed";
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string buttonFadeOut = "Pressed to Normal";
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float cachedStateLength;
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public bool altMode;
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[System.Serializable]
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public class WindowItem
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{
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public string windowName = "My Window";
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public GameObject windowObject;
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public GameObject buttonObject;
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public GameObject firstSelected;
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}
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void Awake()
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{
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if (windows.Count == 0)
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return;
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InitializeWindows();
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}
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void OnEnable()
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{
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if (isInitialized == true && nextWindowAnimator == null)
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{
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currentWindowAnimator.Play(windowFadeIn);
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if (currentButtonAnimator != null) { currentButtonAnimator.Play(buttonFadeIn); }
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}
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else if (isInitialized == true && nextWindowAnimator != null)
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{
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nextWindowAnimator.Play(windowFadeIn);
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if (nextButtonAnimator != null) { nextButtonAnimator.Play(buttonFadeIn); }
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}
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}
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public void InitializeWindows()
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{
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if (windows[currentWindowIndex].firstSelected != null) { EventSystem.current.firstSelectedGameObject = windows[currentWindowIndex].firstSelected; }
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if (windows[currentWindowIndex].buttonObject != null)
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{
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currentButton = windows[currentWindowIndex].buttonObject;
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currentButtonAnimator = currentButton.GetComponent<Animator>();
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currentButtonAnimator.Play(buttonFadeIn);
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}
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currentWindow = windows[currentWindowIndex].windowObject;
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currentWindowAnimator = currentWindow.GetComponent<Animator>();
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currentWindowAnimator.Play(windowFadeIn);
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onWindowChange.Invoke(currentWindowIndex);
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if (altMode == true) { cachedStateLength = 0.3f; }
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else { cachedStateLength = MUIPInternalTools.GetAnimatorClipLength(currentWindowAnimator, MUIPInternalTools.windowManagerStateName); }
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isInitialized = true;
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for (int i = 0; i < windows.Count; i++)
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{
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if (i != currentWindowIndex && cullWindows == true) { windows[i].windowObject.SetActive(false); }
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if (windows[i].buttonObject != null && initializeButtons == true)
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{
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string tempName = windows[i].windowName;
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ButtonManager tempButton = windows[i].buttonObject.GetComponent<ButtonManager>();
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if (tempButton != null)
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{
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tempButton.onClick.RemoveAllListeners();
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tempButton.onClick.AddListener(() => OpenPanel(tempName));
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}
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}
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}
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}
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public void OpenFirstTab()
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{
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if (currentWindowIndex != 0)
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{
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currentWindow = windows[currentWindowIndex].windowObject;
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currentWindowAnimator = currentWindow.GetComponent<Animator>();
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currentWindowAnimator.Play(windowFadeOut);
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if (windows[currentWindowIndex].buttonObject != null)
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{
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currentButton = windows[currentWindowIndex].buttonObject;
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currentButtonAnimator = currentButton.GetComponent<Animator>();
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currentButtonAnimator.Play(buttonFadeOut);
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}
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currentWindowIndex = 0;
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currentButtonIndex = 0;
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currentWindow = windows[currentWindowIndex].windowObject;
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currentWindowAnimator = currentWindow.GetComponent<Animator>();
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currentWindowAnimator.Play(windowFadeIn);
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if (windows[currentWindowIndex].firstSelected != null) { EventSystem.current.firstSelectedGameObject = windows[currentWindowIndex].firstSelected; }
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if (windows[currentButtonIndex].buttonObject != null)
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{
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currentButton = windows[currentButtonIndex].buttonObject;
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currentButtonAnimator = currentButton.GetComponent<Animator>();
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currentButtonAnimator.Play(buttonFadeIn);
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}
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onWindowChange.Invoke(currentWindowIndex);
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}
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else if (currentWindowIndex == 0)
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{
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currentWindow = windows[currentWindowIndex].windowObject;
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currentWindowAnimator = currentWindow.GetComponent<Animator>();
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currentWindowAnimator.Play(windowFadeIn);
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if (windows[currentWindowIndex].firstSelected != null) { EventSystem.current.firstSelectedGameObject = windows[currentWindowIndex].firstSelected; }
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if (windows[currentButtonIndex].buttonObject != null)
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{
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currentButton = windows[currentButtonIndex].buttonObject;
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currentButtonAnimator = currentButton.GetComponent<Animator>();
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currentButtonAnimator.Play(buttonFadeIn);
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}
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}
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}
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public void OpenWindow(string newWindow)
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{
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for (int i = 0; i < windows.Count; i++)
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{
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if (windows[i].windowName == newWindow)
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{
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newWindowIndex = i;
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break;
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}
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}
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if (newWindowIndex != currentWindowIndex)
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{
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if (cullWindows == true)
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StopCoroutine("DisablePreviousWindow");
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currentWindow = windows[currentWindowIndex].windowObject;
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if (windows[currentWindowIndex].buttonObject != null)
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currentButton = windows[currentWindowIndex].buttonObject;
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currentWindowIndex = newWindowIndex;
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nextWindow = windows[currentWindowIndex].windowObject;
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nextWindow.SetActive(true);
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currentWindowAnimator = currentWindow.GetComponent<Animator>();
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nextWindowAnimator = nextWindow.GetComponent<Animator>();
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currentWindowAnimator.Play(windowFadeOut);
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nextWindowAnimator.Play(windowFadeIn);
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if (cullWindows == true)
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StartCoroutine("DisablePreviousWindow");
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currentButtonIndex = newWindowIndex;
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if (windows[currentWindowIndex].firstSelected != null) { EventSystem.current.firstSelectedGameObject = windows[currentWindowIndex].firstSelected; }
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if (windows[currentButtonIndex].buttonObject != null)
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{
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nextButton = windows[currentButtonIndex].buttonObject;
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currentButtonAnimator = currentButton.GetComponent<Animator>();
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nextButtonAnimator = nextButton.GetComponent<Animator>();
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currentButtonAnimator.Play(buttonFadeOut);
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nextButtonAnimator.Play(buttonFadeIn);
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}
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onWindowChange.Invoke(currentWindowIndex);
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}
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}
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// Old method
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public void OpenPanel(string newPanel)
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{
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OpenWindow(newPanel);
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}
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public void OpenWindowByIndex(int windowIndex)
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{
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for (int i = 0; i < windows.Count; i++)
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{
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if (windows[i].windowName == windows[windowIndex].windowName)
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{
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OpenWindow(windows[windowIndex].windowName);
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break;
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}
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}
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}
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public void NextWindow()
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{
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if (currentWindowIndex <= windows.Count - 2)
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{
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if (cullWindows == true)
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StopCoroutine("DisablePreviousWindow");
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currentWindow = windows[currentWindowIndex].windowObject;
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currentWindow.gameObject.SetActive(true);
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if (windows[currentButtonIndex].buttonObject != null)
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{
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currentButton = windows[currentButtonIndex].buttonObject;
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nextButton = windows[currentButtonIndex + 1].buttonObject;
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currentButtonAnimator = currentButton.GetComponent<Animator>();
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currentButtonAnimator.Play(buttonFadeOut);
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}
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currentWindowAnimator = currentWindow.GetComponent<Animator>();
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currentWindowAnimator.Play(windowFadeOut);
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currentWindowIndex += 1;
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currentButtonIndex += 1;
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nextWindow = windows[currentWindowIndex].windowObject;
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nextWindow.gameObject.SetActive(true);
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nextWindowAnimator = nextWindow.GetComponent<Animator>();
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nextWindowAnimator.Play(windowFadeIn);
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if (cullWindows == true) { StartCoroutine("DisablePreviousWindow"); }
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if (windows[currentWindowIndex].firstSelected != null) { EventSystem.current.firstSelectedGameObject = windows[currentWindowIndex].firstSelected; }
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if (nextButton != null)
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{
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nextButtonAnimator = nextButton.GetComponent<Animator>();
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nextButtonAnimator.Play(buttonFadeIn);
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}
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onWindowChange.Invoke(currentWindowIndex);
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}
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}
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public void PrevWindow()
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{
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if (currentWindowIndex >= 1)
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{
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if (cullWindows == true)
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StopCoroutine("DisablePreviousWindow");
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currentWindow = windows[currentWindowIndex].windowObject;
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currentWindow.gameObject.SetActive(true);
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if (windows[currentButtonIndex].buttonObject != null)
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{
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currentButton = windows[currentButtonIndex].buttonObject;
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nextButton = windows[currentButtonIndex - 1].buttonObject;
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currentButtonAnimator = currentButton.GetComponent<Animator>();
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currentButtonAnimator.Play(buttonFadeOut);
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}
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currentWindowAnimator = currentWindow.GetComponent<Animator>();
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currentWindowAnimator.Play(windowFadeOut);
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currentWindowIndex -= 1;
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currentButtonIndex -= 1;
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nextWindow = windows[currentWindowIndex].windowObject;
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nextWindow.gameObject.SetActive(true);
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nextWindowAnimator = nextWindow.GetComponent<Animator>();
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nextWindowAnimator.Play(windowFadeIn);
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if (cullWindows == true) { StartCoroutine("DisablePreviousWindow"); }
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if (windows[currentWindowIndex].firstSelected != null) { EventSystem.current.firstSelectedGameObject = windows[currentWindowIndex].firstSelected; }
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if (nextButton != null)
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{
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nextButtonAnimator = nextButton.GetComponent<Animator>();
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nextButtonAnimator.Play(buttonFadeIn);
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}
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onWindowChange.Invoke(currentWindowIndex);
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}
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}
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public void ShowCurrentWindow()
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{
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if (nextWindowAnimator == null) { currentWindowAnimator.Play(windowFadeIn); }
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else { nextWindowAnimator.Play(windowFadeIn); }
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}
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public void HideCurrentWindow()
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{
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if (nextWindowAnimator == null) { currentWindowAnimator.Play(windowFadeOut); }
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else { nextWindowAnimator.Play(windowFadeOut); }
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}
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public void ShowCurrentButton()
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{
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if (nextButtonAnimator == null) { currentButtonAnimator.Play(buttonFadeIn); }
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else { nextButtonAnimator.Play(buttonFadeIn); }
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}
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public void HideCurrentButton()
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{
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if (nextButtonAnimator == null) { currentButtonAnimator.Play(buttonFadeOut); }
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else { nextButtonAnimator.Play(buttonFadeOut); }
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}
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public void AddNewItem()
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{
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WindowItem window = new WindowItem();
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if (windows.Count != 0 && windows[windows.Count - 1].windowObject != null)
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{
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int tempIndex = windows.Count - 1;
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GameObject tempWindow = windows[tempIndex].windowObject.transform.parent.GetChild(tempIndex).gameObject;
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GameObject newWindow = Instantiate(tempWindow, new Vector3(0, 0, 0), Quaternion.identity) as GameObject;
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newWindow.transform.SetParent(windows[tempIndex].windowObject.transform.parent, false);
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newWindow.gameObject.name = "New Window " + tempIndex.ToString();
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window.windowName = "New Window " + tempIndex.ToString();
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window.windowObject = newWindow;
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if (windows[tempIndex].buttonObject != null)
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{
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GameObject tempButton = windows[tempIndex].buttonObject.transform.parent.GetChild(tempIndex).gameObject;
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GameObject newButton = Instantiate(tempButton, new Vector3(0, 0, 0), Quaternion.identity) as GameObject;
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newButton.transform.SetParent(windows[tempIndex].buttonObject.transform.parent, false);
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newButton.gameObject.name = "New Window " + tempIndex.ToString();
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window.buttonObject = newButton;
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}
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}
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windows.Add(window);
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}
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IEnumerator DisablePreviousWindow()
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{
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yield return new WaitForSecondsRealtime(cachedStateLength);
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for (int i = 0; i < windows.Count; i++)
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{
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if (i == currentWindowIndex)
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continue;
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windows[i].windowObject.SetActive(false);
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}
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}
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}
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}
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